#ue4-general

1 messages · Page 651 of 1

honest vale
#

change the draw debug type

#

right now it's drawing persistent lines

sharp crest
#

do I need to select anything for this to work

#

ERROR: Visual Studio 2017 must be installed in order to build this target.
nv answer is the game development c++ (googled it)

glass geode
#

Is there a way to stop DBuffer decals appearing through masked foliage?

maiden sundial
#

@sharp crest Desktop development with c++ and the .NET desktop development for the newer unreal versions

#

That's at least what i did -> into download the engine over the epic games launcher

celest creek
#

Sup peeps

sharp crest
#

I already did the game development c++ only.. let's hope that works 😅 @maiden sundial

celest creek
#

Does anyone know how I can get the velocity of a joint?

sharp crest
stuck chasm
#

Does anyone know how to refresh A blueprint?

I am currently making a zombie spawner and when the zombie is spawned it wont react as if I were to play a standalone zombie

white canyon
#

😦 i still cant figure out whats wrong with my navigation

celest creek
#

@sharp crest I didn't see any good answers when googling it, and your search shows some unanswered questions and no real answer (so far). I guess it's not an easy question but I'll keep googling. I tried the 'Get Physics Linear Velocity' that the first result mentions but no real luck.

#

Maybe I can use sockets instead.. I'm just trying to figure out when a ragdoll has calmed down, thought that if I can get velocity of a joint I could just check the mag of that.

brazen hull
#

working on a ship how can I make it go down when I go into hover on button press

celest creek
#

I used my mesh's 'get component velocity' instead, couldn't get joints nor sockets to work but think it's possible somehow still.

#

@brazen hull Are you using physics or driving the locations in any other way?

brazen hull
#

well I am new to ue4 and its basicly just the starter ue4 ship and I want it to like hover and then make it land and go downwards

#

dont know too much about ue4

celest creek
#

I think that's using physics.. it's not a quick answer for that, a fair bit is involved for it

#

Maybe look at those things

lime gull
#

I need assistance

#

I basically wanna spawn in an actor that spawns other actors within a certain area

#

But the area is the outside of a square

plush yew
#

I want to make a death animation and death function but the question is where I need to do it in the character- in the hud or where?

normal burrow
#

age old question

#

answer is usually that of preference

kindred viper
#

make it in a base character and dynamically add it to anything from there. Because you can 🙂

normal burrow
#

also, interfaces

kindred viper
#

interfaces are my fave thing after slate

normal burrow
#

heh

plush yew
#

?

#

you are talking to me or? @kindred viper

kindred viper
#

both I guess 😄

normal burrow
#

we all talking to you

#

with you

plush yew
#

a ok

#

ok where is best to do it then? 🙂

kindred viper
#

depends how you animate really. Some people use pure anim graph. Some use programmatic methods. Presuming you are doing it in anim graph, then you have options based on parent child structure. If you want a base char that inherits the anim graph to share anims, then put it there, otherwise just in the character as associated with the SkMesh. Otherwise if you want a truly dynamic approach, you can pass anims by name and play them on an appropriately targetted SkMesh from anywhere really if you keep a solitary anim graph setup for it

#

the new anim sharing methods are something I haven't really looked into because I had a setup down before they added that, but that might help too

abstract relic
#

animation montage

plush yew
#

oo gg bro, so complex-xD

#

I just want when the health is on 0 the chaarcter to be death-xD nothing complex

#

and some animation like to fall down-xD

kindred viper
#

then anim graph associated in the character

plush yew
#

anim graph?

#

I know for event graph-xD

kindred viper
#

then its tutorial time

normal burrow
#

montage would not be complexe

plush yew
#

which montage?

grim ore
abstract relic
#

They still need animation bp to run montage regardless

normal burrow
#

yeah, even when you don't have an animation bp, the engine generates one for you. so there is not a lot of point in avoiding them

brazen hull
#

anyone know how I would go about making a elevator with 3 floors? looked on yt but most are just lifts where you go on top of it and it auto goes up

kindred viper
#

make a platform follow a spline. Have a spline point at each floor. Give the option to stop on a boolean check at each point based on what floor the user selected.

abstract relic
#

Many ways to do it.

#

You could hard code the location of course. You could have an trigger set up. You could have an array of empties to store location and adjust them per instance.

grim ore
#

@plush yew so when you are using dynamic lighting (not built) it's fine but built it's low quality?

#

what do you mean by preview quality?

sweet relic
#

maybe its lightmap uvs?

boreal plinth
#

Speaking of lighting

#

I have one static mesh, one LOD

grim ore
#

so when you build lighting on preview it's fine but on production it's not?

boreal plinth
grim ore
#

but you did bake on preview, we are not talking about when it says preview in the shadows before baking

#

because that is NOT the same as building light on preview

boreal plinth
#

If only you could use unlit as the lighting :[

grim ore
#

put that item into a different light channel so it's not affected by your light build?

boreal plinth
#

different lod?

#

It's on LOD 0

grim ore
#

Lighting Channel

boreal plinth
#

Would the light channel be under the static mesh properties or the directional light properties? Trying to find it now.

grim ore
#

they are in the item itself (so the static mesh) and in the light itself

#

both under the Light or Lighting category

boreal plinth
#

So uncheck 0 and check 1

grim ore
#

yep, tell it not to accept light from channel 0 and it will not be affected by a light casting in channel 0

#

you can use no channel if you want no lights

boreal plinth
#

It's one single static mesh with 160 mats and 1 LOD

grim ore
#

what if you changed your shading model on your materials to unlit then

dark depot
#

^

#

thats goijng to be the same as unlit mode

#

also you can just adjust your spec that looks like its what your complaining about if you dont want to make everything unlit

boreal plinth
#

Ahhhh

abstract relic
#

That all one mesh? Lightmap must look terrible

cosmic matrix
#

Hello,
Anyone can tell me where playerName in playerstate is generated?
impossible to find it in Aplayerstate.cpp
where can it be generate?

#

i m talking about the generation method not the property

boreal plinth
#

So basically, I ported a 1.6 map into blender as .OBJ, then exported as .FBX, my end goal is to port it to Pavlov so I can enjoy it in VR, however any time I separate and parent a model in Blender it doesn't import together in UE.

summer turret
#

I am on 4.24 but I cant find the blueprint brush in the landscape editor, can someone help me?

grim juniper
#

Landmass plugin enabled?

#

or is that something else

royal crest
#

is it possible to convert scripts for unity to ue4?

grim ore
#

@cosmic matrix it looks like AGameModeBase::InitNewPlayer( is where this gets set by default

vital oar
#

Earthquake 8.2 - Official GameTeaser

8.2 Büyüklüğünde bir depremin yarattığı tahribat ! Karakterimizin büyük yıkım sonrası yaşadığı zorlukları anlatan üzücü ve zorlu hikayeye heyecan verici bir bakış.
Videodaki sahnede deprem olmuş, yıkım gerçekleşmiş, fakat hala büyük artçı de...

▶ Play video
boreal plinth
#

Got it!

grim ore
#

@plush yew what does it look like with preview quality built?

cosmic matrix
#

@grim ore will check right now

forest tree
#

Has anyone ever seen this behaviour? I'm not sure why, but rubbing up against trees seems to make my character think he's eating a Mario powerup.

abstract relic
#

Your foliage instance is way too big. So it killed shadow to save performance

somber quail
#

@royal crest If you're fluent in C# and C++/Blueprints you could probably replicate a script but it's impossible to just convert. I've taken some basic mobile AR scripts and made BP equivalents before.

abstract relic
#

Consider setting up level streaming

#

And make sure you have full distance on

grim ore
#

the reason it looked fine before was you had dynamic lighting on more than likely so the shadows were realtime not baked

#

find your foliage and tell it not to use static lighting

#

uncheck the cast static shadow that is an option

grim ore
#

thats going to depend on your project, you need to start playing with stuff and see what works

smoky sonnet
#

and fixed some mistakes i found 😄

abstract relic
#

This is a perfect opportunity to turn those comment bubbles into a rainbow

smoky sonnet
#

definitely

#

is a plugin necessary for this?

abstract relic
#

No

smoky sonnet
#

ohh

#

ok how can i do this

abstract relic
#

Click on the bubble

#

You’ll get some options in the detail panel

smoky sonnet
#

oh yeah

#

found it

#

lgbt?

#

😅

#

🛫 🛬 🛫 🛬 🛫 🛬 🛫 🛬 🛫 🛬 🛫 🛬

#

sorry for spam

ocean merlin
#

hey guys: I passed to new 4.24 and when I open project, it doesnt open my old assets, that I let opened from last time

#

I found this parametr, but nothing changed

cosmic matrix
#

@grim ore thank s that s what i m looking for but there is a defaultplayername declare and used but no value set do know where the value is set

summer turret
#

how do i reference a landscape?

plush yew
#

Hey, I don't know if this is the right channel for it, but I need some assistance with my UE4.
Ever since I've updated my UE to 4.24.2, my Swarm Agent hasn't been able to build lighting. Each time I chose to build lighting, my UE froze and Swarm Agent kept spamming the following in console.

 1:12:39 AM:  ... registering SwarmAgent with remoting service
 1:12:39 AM:  ... registering SwarmAgent network channels
 1:12:39 AM: [ERROR] Channel registration failed. Reason: No such host is known
 , Callstack:    at System.Net.Dns.GetAddrInfo(String name)
    at System.Net.Dns.InternalGetHostByName(String hostName, Boolean includeIPv6)
    at System.Net.Dns.GetHostEntry(String hostNameOrAddress)
    at System.Runtime.Remoting.Channels.CoreChannel.GetMachineName()
    at System.Runtime.Remoting.Channels.CoreChannel.GetMachineIp()
    at System.Runtime.Remoting.Channels.Tcp.TcpServerChannel.SetupMachineName()
    at System.Runtime.Remoting.Channels.Tcp.TcpServerChannel..ctor(Int32 port)
    at Agent.AgentApplication.Main(String[] args) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealSwarm\Agent\AgentApplication.cs:line 133.```

If anyone knows a possible fix, please mention me.
#

How should I start to do a Line trace weapon shooting that is replicable on network?

#

Anything that should not be used?

plush yew
#

i have a cape

#

and for some reason when i import it in

#

it looks like this

#

why?

#

from the other side its normal

#

am confused why this is happening and thanks

honest stone
#

Hey there i want to ask have Someone experience with 2D fighting games in UE4 ?

rotund scroll
#

@honest stone what do you want to know?

honest stone
#

So in fighting Games it US usual That Player one and two always Face each Otter whereever they are so i want to ask how can i make That in blueprint i have Player one and two when i Jump over a Player they dont Face wach Other

#

Sry for My Bad english 😅

plush yew
#

Simply put, you want your character to face the direction you move (Pressed D, character faces towards the right), correct?

sweet relic
#

@plush yew in material turn on 'two sided normals'

plush yew
#

@sweet relic

#

i should open the materials?

#

Sorry for asking too much

honest stone
#

@plush yew no so i want That Player one and two are facing Esch other wherever they are

plush yew
#

@sweet relic dam mate thank you

#

it worked

#

❤️

honest stone
#

@plush yew

plush yew
#

Ok I misunderstood

honest stone
#

So Does anyone Knows how to handle this ? I will that this will be like all fighting Games Player one and two wherever they are they Need to Face wach other

#

Each other*

summer turret
#

How do i get the landscape deformities to stay? if i am dragging my spline the landscape deforms, as soon as i let go, the landscape goes back to default and the deformities dont stay. Help please!

candid stratus
#

i tried a lot of things on the internet but i can make it so a static mesh is all ways lit not mater if their is a light source or not

sweet relic
#

@candid stratus set the material attached to the mesh's shading model to "unlit"

candid stratus
#

ok ill try

smoky sonnet
#

i want to set a limit to my falling speed value with clamp

#

but it isnt working like i want

summer turret
#

no one here knows how to setup the spline to deform the landscape?

plush yew
#

anyone using alsv4?

candid stratus
#

@sweet relic i tryied it and this happened. Instead of the mesh being lit instead it the green turned black

sweet relic
#

@candid stratus Edit the material and plug the wire that is connected to "Base Color" into "Emissive Color"

candid stratus
#

k

#

Omg thankyou so much. I tried to fix this for ever and the answer was so simple. God bless you.

open eagle
#

Is there any way I can have certain actors change the parameters of the custom depth post process material

rotund scroll
#

dynamic instance material, though I'm not sure how that works with post processing

open eagle
#

exactly like this

#

No its a post process material

rotund scroll
#

I mean dynamic instance materials are supposed to work with all materials

#

but I haven't tried that particular combo

plush yew
#

How i can make it appear as i start the game?

#

i did put it in the skeleton

#

but as i start

#

its not showing up

#

if any1 can help and thanks

open eagle
#

post process materials are put in the camera

#

you put different post process materials in the camera post process

rotund scroll
#

I'm aware of what a post process material is

open eagle
#

they are not placed on the actors themselves

rotund scroll
#

doesn't mean you can't act on them

next current
#

i still cant seem to get rid of this error, i only have 1 sky sphere. i could just set it to false but i am curious as to what it is causing it in the first place.

rotund scroll
#

technically they are part of the camera modifiers

#

so you can look into making different instances that you can swap out for your camera manager class

open eagle
#

these weapons look like this because of the post process material

#

how can I make one of them purple and one of them green

rotund scroll
#

I just gave you a pointer on where to start

open eagle
#

I am using custom depth

rotund scroll
#

why do you think that matters?

plush yew
#

even tho i did put it in skeleton

#

why isnt it showing up?

open eagle
#

I want to be able to have multiple custom deptj

rotund scroll
#

if you're not getting an answer then people most likely don't know @plush yew

#

spamming won't make it better and will just get you banned

#

@open eagle do you know cpp?

open eagle
#

Kinda

#

not really

#

Wait

tired oracle
#

I downloaded 4.24.2 and forward shading is enabled by default?

rotund scroll
#

@tired oracle are you doing VR?

tired oracle
#

No, I'm just wondering if thats normal now lol

#

never seen it enabled by default

#

was wondering why it was taking forever to compile

rotund scroll
#

if you're using VR or mobile

summer turret
#

Guys I am using the "Editor Apply Spline" node to deform the landscape using normal splines, it works as it should when I am dragging the spline (It deforms the landscape) but as soon as I let go, stop using the spline, the landscape deformities go away. How can i make it so that the landscape deformities stay after i stop dragging the spline?

rotund scroll
#

then it'd be normal, but I honestly haven't seen it for any project I have on 4.24.2

tired oracle
#

yeah weird. First time loading it up

bitter iris
rotund scroll
#

@bitter iris is StyleArray your own variable?

bitter iris
#

yeh

rotund scroll
#

create a blueprint type

#

then just look for that blueprint type when choosing the array variable

#

and voila

bitter iris
#

wont let me change anything

rotund scroll
#

not an actor array

#

look for your blueprint type

plush yew
#

Hey, I don't know if this is the right channel for it (if it isn't, please correct me), but I need some assistance with my UE4.
Ever since I've updated my UE to 4.24.2, my Swarm Agent hasn't been able to build lighting. Each time I chose to build lighting, my UE froze and Swarm Agent kept spamming the following in console.

 1:12:39 AM:  ... registering SwarmAgent with remoting service
 1:12:39 AM:  ... registering SwarmAgent network channels
 1:12:39 AM: [ERROR] Channel registration failed. Reason: No such host is known
 , Callstack:    at System.Net.Dns.GetAddrInfo(String name)
    at System.Net.Dns.InternalGetHostByName(String hostName, Boolean includeIPv6)
    at System.Net.Dns.GetHostEntry(String hostNameOrAddress)
    at System.Runtime.Remoting.Channels.CoreChannel.GetMachineName()
    at System.Runtime.Remoting.Channels.CoreChannel.GetMachineIp()
    at System.Runtime.Remoting.Channels.Tcp.TcpServerChannel.SetupMachineName()
    at System.Runtime.Remoting.Channels.Tcp.TcpServerChannel..ctor(Int32 port)
    at Agent.AgentApplication.Main(String[] args) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealSwarm\Agent\AgentApplication.cs:line 133.```

If anyone knows a possible fix, please mention me.
shy silo
#

@plush yew Check That your material is double sided

#

If you are showing inside faces and they aren’t shaded

sly hare
#

Looking for some help...

#

Anyone?

abstract relic
sly hare
#

I don't mean talent...
I am looking for someone to assist me cultivate talent.

#

Like someone to help tach a bit?

abstract relic
#

Don’t ask to ask. What would be the purpose

sly hare
#

WHOOPS TEACH!

abstract relic
#

Ask your question and maybe one of the few thousand people will answer

fierce tulip
#

(and read the pinned message there :) )

sly hare
#

I see.

#

TY

#

Thanks for the heads up guys I really appreciate it!

abstract relic
#

Goodluck. This is not said with sarcasm.

plush yew
#

any1 used cloth component here?

#

is it that hard to do?

rotund scroll
#

@plush yew google for tutorials before asking

plush yew
#

Am talking to people

#

Dont act like an admin and thanks

tawdry storm
#

why are people often times so offended when nobody is answering their questions on the fly?

sly hare
#

@plush yew hit support voice chat.

rotund scroll
#

because people think this is a service they're entitled to

tawdry storm
#

:/

mild belfry
#

Wait so you arent entitled to answer my questions right away?

#

What travesty!

summer turret
#

I cant get to deform the landscape using the "Editor Apply Spline" node. someone help I am stuck in this since this morning.

rotund scroll
#

I know right

abstract relic
#

Yall are salty tonight

rotund scroll
#

it takes a better person than me to be spat in the face and still put a smile on

tawdry storm
#

like me 🙂

abstract relic
#

hand sanitizer will help

#

at least it gets rid of the taste 😛

normal burrow
#

lol

polar hawk
#

it is always salty in the salt mines

summer turret
#

any help would be appreciated, regarding the "Editor Apply Spline" node.

strong moss
#

has anyone ever had an issue where an uninstalled plugin tries to still load when starting ue4 and doesnt let you package?

rotund scroll
normal burrow
#

how are you uninstalling it marley?

strong moss
#

it wasnt on marketplace so just moving folders out of the project

normal burrow
#

open up your .uproject file

tawdry storm
#

^

normal burrow
#

in notepade and delete them out at the bottom

#

make sure the last } before the ] does not have a comma after

#

you can also probably set airquoteEnabledquoteair to false but idk, try delete first probably

strong moss
#

didnt work

normal burrow
#

did you close editor

strong moss
#

yeah :/

normal burrow
#

whats the error exactly?

#

also re-open to the uproject file in notepad to verify it didn't repopulate

strong moss
#

On start up it says "fail to load" a bunch of components from the plugin, even though the files arent in, and its not enabled

normal burrow
#

the uproject file still does not reference the plugin?

rotund scroll
#

does it exist in the plugin browser?

strong moss
#

nope

#

for both questions ^, not in browser and the uproject in notpad didnt repopulate

plush yew
#

how do you turn a staticmesh back into geometry? ping me when u respond

rotund scroll
#

do you have a have an intermediate folder you could try deleting?

normal burrow
#

lol i should have thought of that one cranz

#

thats been the answer to like every question as of late

#

and it usually works

strong moss
#

its no where in my project files, no where in the cpp files

normal burrow
#

yeah delete the intermediate folder though

#

it'll force a shader rebuild and cpp rebuild

icy egret
#

hi
I have question
how to flip horizontal object?

normal burrow
#

but will likely terminate the issue

strong moss
#

like the plugins folder?

normal burrow
#

nah next to your .uproject file

#

there should be a folder named Intermediate

strong moss
#

oh delete the whole thing?

normal burrow
#

yup

rotund scroll
#

@strong moss did it fix it?

strong moss
#

no, im trying to rebuild it see if its getting it

#

I wonder if a BP is corrupted?

rancid lynx
#

Can i get the impact location between two collision boxes using on begin overlap?

strong moss
#

@rotund scroll everytime i open ue4, i see a bunch of references being populated in here. Not sure if that can help

rotund scroll
#

@rancid lynx only hit events give off impact locations

#

@strong moss idk, I haven't had this particular issue. worst case, try and migrate all of your content to a fresh project and see if that works

#

but before that double check your .uproject file and see if you haven't forgotten a } somewhere

vale silo
#

lol, just encountered weirdest issue

exotic cave
#

Hey all. What's the best choice for collision category for my landscape static meshes?

#

In other words, basically stuff that doesn't ever need to collide with each other? I'm loving my scene but getting slightly worried about the number of mesh colliders I'm going to have in the final version.

#

There's gotta be some way to exclude them from collision testing with each other, right?

normal burrow
#

hmm would think worldstatic

#

unless there be some specific thing for terrain

exotic cave
#

Guess I'll take a look at some point tonight

fathom glade
#

haha yeah, i figured it out lol

mossy nymph
#

meshes had no collision?

fathom glade
#

trace complex option on linebytracechannel

#

it was only set to simple

plush yew
#

Best way to do Cloth component in unreal?

normal burrow
#

cloth component?

plush yew
#

Is there something better than that?

normal burrow
#

nah its built into the mesh on unreal

plush yew
#

to do cape

normal burrow
#

no component neccisary, assume your thinking that other engine

plush yew
#

no in ue4 😄

#

Am testing it just thought there is an easier way

normal burrow
#

nah yeah, capes = cloth sim which is configured on the model. not any component

#

keep in mind, that that thing they are painting with is centimeters

#

where its 100 by default, you can go much higher

stark acorn
#

hello humans , 😄

#

any ideas how to add colissions to a data smith file quickly !

#

it's a pain to add manually to each wall and each floor and each opject and actor !

normal burrow
#

hello batz

stark acorn
#

hey p@t

#

sure thing thanks 😄

lime gull
#

When using the component begin overlap node, it activated multiple times despite having a do once node

candid stratus
#

why is my actor falling even after i turned off gravity

#

?

stark acorn
#

@lime gull you answering me ?

normal burrow
#

consider adding a boolean and doing the do once yourself @lime gull

#

is your actor a character @candid stratus ?

lime gull
#

Ill try that

candid stratus
#

yep @normal burrow

normal burrow
#

are you in a physics volume defining the gravity?

candid stratus
#

what do you mean

normal burrow
#

how are you setting gravity z to 0

candid stratus
sharp crest
#

did they fix it so you can make dedicated servers without a custom engine build already?

normal burrow
#

yeah that doesn't do anything for character movement component

candid stratus
#

on enable gravity

normal burrow
#

use gravity z scale on the movement component leprechauns

lime gull
#

I used a Boolean but it still activates multiple times

normal burrow
#

if you want to configure it for that specific character

#

set it to 0

candid stratus
#

ok

normal burrow
#

hm lightsaber

#

it should activate once per instance

#

do you have multiple of these?

lime gull
#

Yeq

rancid lynx
#

How would I blueprint a chest that I can open with a vr controller? I'm good with attach to component. But that would disconnect the lid.

normal burrow
#

each one will allow one activation

#

if you want the first one to not allow any others to run, yould have to get all the instances of that blueprint in your level and set their booleans to false

#

or some other mechanism

lime gull
#

Hm

#

Its weird cause I did this on another project and it works fine

#

But for some reason on this one its not doing it

rancid lynx
#

Hmm maybe a look at node

#

How the heck does he pin the door blueprint to the mouse controller? How would I do mthis with a vr collision box. https://youtu.be/12rAYeEMc4E

In this free step by step Unreal Engine 4 tutorial video (UE4 how to) you will learn how to make a hinged swinging door using physics constraints.
All my UE4 tutorials: https://www.youtube.com/watch?v=BT0jFArPtGM&list=PLEp7216xGGILh3i2BZe2E0ZEuiIGa-VQT&index=1

Join me for Live ...

▶ Play video
#

How does he pin the door blueprint to the mouse? I want to pin it to my motioncontroller

uncut vigil
#

physics handle at location?

tawdry heath
#

hey guys if I want to make my character max speed to be 200 when reloading, do I use event dispatcher?

rancid lynx
#

you can manually change max speed of walking

#

just call the "set max walk speed" node, when the reload starts, and set it back to default when it finishes. i forget the exact node name.

#

get pawn controller, or get character controllers, should give you access to "movement something" node

#

gotta afk

tawdry heath
#

ok and I would have to disable sprint and crouch during the reload, right?

normal burrow
#

@solid whale you could make it out of static mesh components instead of individual actors

#

might not be a design question

solid whale
#

@normal burrow I am using static mesh component

tawdry heath
#

why is my entire Unreal Engine 4 frozen by opening a file that has like 5 images

#

I can't even open task manager

normal burrow
#

Yeah I just meant, you can have many of those on a single actor

#

if they are static, the less actor overhead the better

#

doesn't really matter if you convert the actor to a blueprint on file or not afaik funk

#

in terms of performance i don't think it makes a difference

solid whale
#

Thank you @normal burrow that is a much clearer answer than what I got before haha

normal burrow
#

yeah thought originally you were saying 1 plank 1 actor but yeah if its just between if it lives in a blueprint or in the level, i don't think this matters

stark acorn
#

guys

#

after applying collisons

#

i can't move into tight spaces

#

like this

#

any way to make the guy like thinner 😄 ?

normal burrow
#

yea

#

though

stark acorn
#

how 😄 ?

normal burrow
#

units in unreal are cm

#

so that pathway is narrow

stark acorn
#

it's 1 m

normal burrow
#

if you find the fps character in your project, you'll wanna adjust the radius of the capsule component

#

things might get weird

stark acorn
#

this thing here 😄

normal burrow
#

yeah find the capsule component and change its radius to 40 to clear 1meter

stark acorn
#

hopefully it won't

#

where can tweak this option ?

normal burrow
#

is this the blueprint editor?

#

You will want to select the CapsuleComponent in the list of components and it should be under Shape category Capsule Radius

#

you could type it in to the search details box to quick find it too

stark acorn
#

found it

#

perfect

#

😄

#

thanks buddy 😄

tawdry heath
#

why does it take so long to delete files?

normal burrow
#

it has to verify they aren't in use

#

and if they are in use it has to shut down things

plush yew
#

Or you can do it at the OS level and deal with the aftermath 🙂

stark acorn
#

material issue

#

:/

#

isn't this a displacement map ?

#

it doesn't work

normal burrow
#

What’s connected to the sink?

stark acorn
#

world displacement

#

added an object radius and didn't work also

#

:/

normal burrow
#

Sink is on the right

stark acorn
#

didn't get that

#

here is the full connections !

normal burrow
#

Try normalizing worldvertexnormal

#

Also try expanding the last multiply node before displacement to see its visual value

stark acorn
#

okay i'm stupid

#

didn't get any of what you said

normal burrow
#

🔽

#

In the corner

stark acorn
#

it's blue

abstract relic
#

Go

#

To

#

Bed

stark acorn
#

it's 8:30 PM bro 😄

#

am *

normal burrow
#

I think maybe that was for me?

stark acorn
#

what is it though

abstract relic
#

Go to bed

normal burrow
#

It shows you the output, try it everywhere

stark acorn
#

and ?

#

wtf

grave osprey
#

Dem displacement.

stark acorn
#

?

frosty creek
#

Hey, anybody know how to give a VectorPerameter UV coordinates?

#

Ive got UV math to make UVs wiggly, but I need to apply that to my mix of colors.

abstract relic
#

Might be misunderstanding you. You use the texture coordinate node to get uv index

frosty creek
#

Indeed I would, but how do I apply that to my color mix?

#

What im looking for is:
Color mix>Wiggly UVs>Output

#

Closest I can get to that is multiplying my mix, by a Texture Parameter with wiggly inputed to its UVs. But obviously thats an issue, cause I dont want it to look like the texture.

abstract relic
#

You can append them and set it to Tex in an empty texture node

lilac wedge
#

my vertical scroll box doesnt work with left click and drag (i have disabled the scroll bar and am scrolling by clicking on the buttons within the scroll bar)

exotic cave
#

@stark acorn : Save that for a horror game 😄

stark acorn
#

grass is another pain my ass that i'm trying to avoid

#

i couldn't pump anything correctly till now

#

it just ruins the geometry of the surface

#

it works here

#

but not here

exotic cave
#

Those uv's seem off, yeah

stark acorn
#

what is causing this

#

i have no clue

#

:/

exotic cave
#

Take that same screenshot in unlit/wireframe mode?

#

You have displacement map issues, huh

stark acorn
exotic cave
#

Hmmm

stark acorn
#

that's annoying T.T

exotic cave
#

The geometry looks okay

#

The left side of your graph from earlier seems a bit wonky

stark acorn
#

it's a revit topography

#

''the left side''

exotic cave
#

I can't put my finger on it exactly

stark acorn
#

team viewer 😄

#

?

exotic cave
#

But it looks like your UV's are getting mangled before they head in

#

No, I gotta go to bed here soon

stark acorn
#

T.T

exotic cave
#

Try it without all that UV math you're doing. See if you can get a basic displacement map working first on as simple a surface as possible

stark acorn
#

okay

exotic cave
#

I see it now

#

Your scale is off

#

That little groove in the surface that you're hoping to make little cracks with is getting multiplied huge somehow before it displaces anything

stark acorn
exotic cave
#

Yes, all that

stark acorn
#

umm the uv value is 0.2

abstract relic
#

Just plug in texture coord to uv for now

stark acorn
#

nope

#

same shit

abstract relic
#

Then mesh has bad uvs

exotic cave
#

Yeah, that's still very possible

stark acorn
#

i have no clue how to make good uv's though ! , what i did is installed datasmith exported from revit

#

imported to unreal

abstract relic
#

It’s a basic that you’re going to have to learn.

stark acorn
#

i'm not a 3d max user at all , i don't thank it's possible to control uv's in revit !

abstract relic
#

You can use blender, Maya, rizom, etc. You’re not limited with options

stark acorn
#

hummm

#

which one is the easier

abstract relic
#

None

stark acorn
#

hahahhahaha

#

lol

abstract relic
#

Blender is free is all I gotta say

stark acorn
#

good life of me 😄

#

okay will check it out

lapis vine
plush yew
#

Hey, I don't know if this is the right channel for it (if it isn't, please correct me), but I need some assistance with my UE4.
Ever since I've updated my UE to 4.24.2, my Swarm Agent hasn't been able to build lighting. Each time I chose to build lighting, my UE froze and Swarm Agent kept spamming the following in console.

 1:12:39 AM:  ... registering SwarmAgent with remoting service
 1:12:39 AM:  ... registering SwarmAgent network channels
 1:12:39 AM: [ERROR] Channel registration failed. Reason: No such host is known
 , Callstack:    at System.Net.Dns.GetAddrInfo(String name)
    at System.Net.Dns.InternalGetHostByName(String hostName, Boolean includeIPv6)
    at System.Net.Dns.GetHostEntry(String hostNameOrAddress)
    at System.Runtime.Remoting.Channels.CoreChannel.GetMachineName()
    at System.Runtime.Remoting.Channels.CoreChannel.GetMachineIp()
    at System.Runtime.Remoting.Channels.Tcp.TcpServerChannel.SetupMachineName()
    at System.Runtime.Remoting.Channels.Tcp.TcpServerChannel..ctor(Int32 port)
    at Agent.AgentApplication.Main(String[] args) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealSwarm\Agent\AgentApplication.cs:line 133.```

If anyone knows a possible fix, please mention me.
stark acorn
#

@lapis vine no don't do this to me

#

i'm already stressed

lapis vine
#

Okay, I'm enjoying being a crunch master 😄 We all appreciate the hard effort. But you have to be wise and listen next time when somebody tells you that you are a bit overestimating yourself. @stark acorn

#

Anyway, keep the hard work 👍

long vigil
#

4.24.2 seems quite troublesome for me, is it the same for others?

elfin canyon
long vigil
#

getting errors from basic things

smoky sonnet
#

hey i just wanted to ask a question

#

i want to spawn a portal that moves at the black line and stays still at the red circle

#

i thought a spline would be a good idea

#

but is it possible that the actor (my portal) stand still at the end of the spline

#

or is it not possible to deactivate the loop that it doesnt start again at the beginning

stark acorn
#

Okay, I'm enjoying being a crunch master 😄 We all appreciate the hard effort. But you have to be wise and listen next time when somebody tells you that you are a bit overestimating yourself. @stark acorn
I'm not over estimating my self at all, i'll keep pushing until i get it , the thing is i really like it , regarding the job thing , i don't care about it tbh ! , it's just i wanna do it .. be able to make cinematic grade renderings , vr and animations .. even if it's gonna take me couple years or something .. i'm fine with it 😄

#

@lapis vine

long vigil
#

I suggest you find some courses

#

they really help

stark acorn
#

i'm following something on udemy

long vigil
#

pluralsight, udemy

#

some are better than others

stark acorn
#

but it doesn't cover everything i need :/

long vigil
#

that's why I'm saying

stark acorn
#

this one ?

long vigil
#

a few years ago I followed a wither 3 style crossbow making master class

#

from modeling to texturing

#

it was amazing

#

don't know if you can still find it

stark acorn
#

the thing with modeling , i use revit !

#

and i'm facing tons of problems because of that :/

long vigil
#

never tried it, no idea how it works

#

and what do you do there?

stark acorn
#

i'm an architect hehe 😄

long vigil
#

and can't you make the buildings instead in max or blender?

#

there is a course of modeling architecture for blender that is very good

stark acorn
#

nah, i have no idea about anything in these softwares

#

+revit is a thing when it comes to buildings

long vigil
#

if you say so, I believe you, I don't know it 🙂

stark acorn
#

it's specificly made for buildings and architects

#

the problem is it uses data to make 3d models

#

not vertices and polygons and such a stuff

long vigil
#

😮

#

that sounds weird

stark acorn
#

it's cool 😄

long vigil
#

if you say so 😄

#

I'm too used to vertices

#

even z brush is weird for me, because it has too many vertices 😄

stark acorn
#

i don't know , i agree 3d max and blender and such stuff is way easier to use when it comes to UE

#

the thing is , i don't know how to use them at all.

long vigil
#

that's why I said that courses matter

#

they are hard to grasp without them

#

too many shortcuts, functions you can't really know without seeing someone use them

stark acorn
#

i don't know , at the beginning of every software i use , i start with knowing a process of doing something specific

#

and then i keep expanding until i'm able to do what ever i want

austere scroll
#

does anyone know how to request a dev code for steam , for networking

long vigil
#

I guess you could try that, Batz, maybe it will work for you

#

didn't for me, but everyone learns differently

stark acorn
#

this is how it works for me

#

now can you help me out with the displacement 😄

#

i've been fighting with ue for more than 8 hours with no results !

long vigil
#

but with revit no idea how it works

stark acorn
#

i don't know what's wrong

#

can i pm you ?

long vigil
#

I'm not an expert, I don't want to be even more trouble for you 😄

stark acorn
#

hahahahaha nothing bad will happen

#

wanna show you screen share of what's happening with me

#

maybe you can help 😄

long vigil
#

can't you screenshot and post here?

stark acorn
#

just did 😄

#

in the material editor

long vigil
#

ah, scrolled up and saw

stark acorn
#

yeah

long vigil
#

no idea what's going on there, sorry 😦

#

it looks messed up

stark acorn
#

will try find someth uvw

#

any scripts or plugins for 3ds max that could help me out with this ?

long vigil
#

from what I remember 3dsmax has something to automatically fix uv's

stark acorn
#

i don't know , guys up there said it's a corrupted uv

#

so import export to 3ds max will fix it :/ i don't think so honestly !

long vigil
stark acorn
#

really it's just apply a modifier

#

and done

long vigil
#

the UV unwrap of 3dsmax I felt was much better than in Blender tbh

#

so maybe it helps

stark acorn
#

will check it out

#

as soon as i come back i have to go to super market , i'm out of dry food my cat will kill me

plush yew
#

I want to put a wep in my hand

#

the best way is to use socket on skeleton?

#

Cuz i saw people putting it Static in the view port of the player

#

Any thoughts?

west jewel
#

A game instance is not player specific right? if I wanted to pass a character name or anything from one level to another, how would i do that? can the player controller somehow be passed?

smoky sonnet
#

what is the timer for

#

batz what is it?

lament star
#

4.25 preview

austere scroll
#

nevermind found a soloution

#

thx for massive help

#

lol

plush yew
lapis vine
#

no

plush yew
#

It looks awesome but I'm not sure to get it... It says in description that it's a "custom engine modification". There is a thing to download from GitHub. Does it mean that it's a special version of UE, a kind of specific build or I dunno ? 🤔

#

( this thing allows to blend a mesh with another mesh, what it's not possible normally... I believe... Normally it's possible to blend just between mesh and terrain )

plush yew
#

How i can tell the animation that if am holding my wep do these animations

#

and if not go back to normal

sudden agate
#

dedicated Bool that indicates whether you hold a weapon

#

use two states, one for the weapon, one without

#

done

thorny roost
#

hey I'm making a mobile game, whenever I launch the game in a new window I need to resize the window every time. Is there a way to change the default window size?

molten bobcat
#

@thorny roost Hey there! Yes! click on the little arrow on the right of the play button, go to advanced settings, set your viewport screen size there!

#

Guys i have a probably stupid question, is it normal that when i'm building it tryies to build even the engine content??

#

It compiles like 9k shaders when i only have maybe 200? i find it weird, could it be i'm doing something wrong?

thorny roost
#

@molten bobcat Fantastic, thanks. That will save me minutes of time for sure

zealous spear
#

@molten bobcat how do you know that you have only 200 shaders?

molten bobcat
#

@zealous spear Hello! i can call for a validation and read the paths, "out of scope" assets (engine content) is around 2k while my overall number is less than 200

zealous spear
#

Umm

#

It could compile for different settings I think? I have no idea about thia

molten bobcat
#

Data validation SUCCEEDED. Files Checked: 2.204, Passed: 128, Failed: 0, Skipped: 0, Unable to validate: 2.076

zealous spear
#

But this could make you an idea

molten bobcat
#

i think i found an option in the packaging settings menu, im going to try

#

nope, nothing still not working, one more weird thing is that while packaging looks for a file that i once removed and gets me a warning... the file (a particle system (niagara which i disabled) ) is nowhere in use or mentioned, i just safely removed it

#

and yet there it its

zealous spear
#

I have niagara too

molten bobcat
#

but i don't think it is necessarily the problem

zealous spear
#

Yea

molten bobcat
#

niagara doesn't work on mobile sadly so i had to disable it

zealous spear
#

Oh

#

If my game will go well, I will plan it for mobile too :)

molten bobcat
#

glad to hear 🙂 i had to convert all my VFX to cascade once i realized

zealous spear
#

Well

#

So you know how to make mobile games...

#

Can you add me when I'll have some questions

#

Thanks

molten bobcat
#

Unknown Cook Failure
Unable to find package for cooking /Game/Particles/test_System
Runnable thread PoolThread 9 crashed.
[Callstack] 0x00007ffbd483f763 UE4Editor-Engine.dll!UnknownFunction []
HandleError re-entered.
Runnable thread PoolThread 13 crashed.
Runnable thread PoolThread 10 crashed.
HandleError re-entered.
begin: stack for UAT
[Callstack] 0x00007ffbd4846d54 UE4Editor-Engine.dll!UnknownFunction []
[Callstack] 0x00007ffbc9509dd1 UE4Editor-TextureCompressor.dll!UnknownFunction []
HandleError re-entered.
HandleError re-entered.
=== Critical error: ===
[Callstack] 0x00007ffbd484672a UE4Editor-Engine.dll!UnknownFunction []
Runnable thread PoolThread 8 crashed.
[Callstack] 0x00007ffbd484652e UE4Editor-Engine.dll!UnknownFunction []
[Callstack] 0x00007ffbd7239f88 UE4Editor-Core.dll!UnknownFunction []
[Callstack] 0x00007ffbc95084b3 UE4Editor-TextureCompressor.dll!UnknownFunction []
[Callstack] 0x00007ffbd7579f5f UE4Editor-Core.dll!UnknownFunction []
Fatal error!
[Callstack] 0x00007ffbd75704b1 UE4Editor-Core.dll!UnknownFunction []
Runnable thread PoolThread 11 crashed.
[Callstack] 0x00007ffc3e337bd4 KERNEL32.DLL!UnknownFunction []
[Callstack] 0x00007ffc3f54ced1 ntdll.dll!UnknownFunction []
Unhandled Exception: 0xc06d007e
Crash in runnable thread PoolThread 9
Runnable thread PoolThread 12 crashed.
Crash in runnable thread PoolThread 11
Crash in runnable thread PoolThread 12
[Callstack] 0x00007ffc3ce8a839 KERNELBASE.dll!UnknownFunction []
end: stack for UAT
HandleError re-entered.
Cook failed.
Unable to find package for cooking /Game/Particles/test_System

these are the warning\errors

zealous spear
#

It looks known...

#

Umm idk

abstract relic
#

Delete /intermediate folder (half joking)

normal burrow
#

It works

dim merlin
wary wave
#

materials get compiled out into different quality levels; high is generally always used, but it is possible to defer to lower quality levels on weaker platforms where entire features (e.g. subsurface scattering) get dropped

#

I've not looked into the specifics, but I'd hope it's documented somewhere

dim merlin
#

okay so yeah, i was just trying to set it to medium so i thought it would speedup the engine a little 🙂

#

is this 'Material Quality Level' not a scalability settings for runtime @wary wave ?

wary wave
#

the drop down you're looking at is for previewing the run time settings

#

dunno if it would actually increase editor performance much

dim merlin
#

right okay hah 🙂

#

okay

wary wave
#

I assume it would, but the editor has a load of stuff on top that makes it a lot slower than the run time

dim merlin
#

just wanted to be sure as its compiling shaders all the time :/

wary wave
#

it'll only be compiling shaders when you change materials - in which case it is probably compiling for all quality levels

dim merlin
#

its a interesting setting, hope to get faster 🙂

obtuse path
#

Hey all, can someone do a test for me in engine (4.23). I've just created a new Curve Table and the source file button doesn't work (Browse). Everytime I click it, it just puts a string below of 0001.01.01-00.00.00

plush yew
#

Any1 tried Combo attacks using Play Montage

#

If any1 can explain it

#

or have a bp how its works 😄

normal burrow
#

@grim ore has

obtuse path
#

@plush yew Take a look at the ActionRPG project - it shows you how the Combo attacks work

plush yew
#

Am watching it atm

#

its amazing

#

but he is doing it in a weird way

#

😄

#

@normal burrow MathewW has everything hehe

normal burrow
#

It’s true

plush yew
#

really wanna know how it works

radiant haven
#

how can i call the event if something is in hit with smth

willow gull
#

hello

lost niche
#

Is it possible to find the sound played when the game compilation succeeds?

vale silo
#

I see UE4 roadmap got quite a few goodies on it for 4.25

#

I wonder how many of those are going to work on mobile (without mobile HDR)

molten bobcat
#

@abstract relic in all seriousness any idea why this is happening? i even updated all my AndroidWorks packages but nothing, i think i might just try with an empty project 😦 what an hussle

fierce tulip
#

I cant believe that anno 2020 ue4 still randomly moves a selected mesh when flying trough the viewport

swift locust
#

Hi guys, I have a problem with launching editor (whether through source or project file). It is stuck on 72% loading. It happens after modifying an asset and then restarting the editor - doesn't matter if the asset is a blueprint, animation, montage or data table. I can point exact asset that cause it (I got it by reverting files one by one). There is absolutetly no errors nor warnings in output log. When I pause execution in visual studio I can see that it is stuck on:
return (WaitForSingleObject( Event, WaitTime ) == WAIT_OBJECT_0);
inside Wait function inside WindowsPlatformProcess.cpp.

What's worth mentioning is that it happens on every engine version: 4.22, 4.23, 4.24.

Unfortunetly I cannot give any repro steps cause it happens randomly (nor can't provide project sources).

I fixed it once or twice copying troublesome asset and working on a copy of the asset - it worked just fine, but this is super annoying since I do not always know which assets cause the issue after editor restart.

Have you guys ever experienced something like this?

hollow tusk
#

can I ask questions in here?

#

can someone tell me if its possible to export .uasset files and change them to .FBX files?

#

Ive bought an asset pack but I cant get it to work.. 😦

fierce tulip
#

you can export as fbx inside ue4

normal burrow
#

You right click on the skeletal mesh and go to asset actions -> export

hollow tusk
#

animations as well? I can only find the export all option, how do I expert just animations for example?

normal burrow
#

Yes exact same process

hollow tusk
#

thank you!

obtuse path
#

@light lintel Take a look at the BP_PlayerCharacter functions "Do Melee Attack", "Jump Section for Combo" and at the asset "JumpSectionNS" which is a notify state that enables a combo period in the player character (basically animation says "Okay our combo window has started" and the player character can use this boolean to see if it should trigger a combo to jump to the next montage section)

stark acorn
#

guys can i move material from a project to another one ?

brave salmon
#

why 4.24 BP graph opens up new tab even if it's existed already? How to fix this bug?

silent zodiac
hollow tusk
#

Anyone able to tell why this is happening ? XD

#

He's a twisty boi now

normal burrow
#

It’s cuz bone orientation

#

Blender using mannequin?

gleaming lotus
#

I'm having issues with my vehicle flipping all over the place when I'm driving - Not sure why, think it could be due to how I've set up the collision? You can see the issues at this timestamped video: https://youtu.be/_SRss_khsCk?t=212

hollow tusk
#

@normal burrow what do you mean?

normal burrow
#

Where did you get the animation Milan?

hollow tusk
#

both the animation and the assets from the marketplace

#

the animations on is the free one that almost everyone uses i think, cowboy pack i bought

normal burrow
#

Different packs?

hollow tusk
#

the western pack didnt come with animations 😛

#

is that the issue, sorry im new to all of this

rustic python
#

Does anyone know why I might be getting this when I try to import my rigged char? 'Mesh [Geometry have no name] in the fbx file is not reference by any hierarchy node. '

stark acorn
#

p@t 😄 you are my guardian

#

@normal burrow

#

the material issue i talked about !

#

i created simple box in UE4

#

same problem happens to it :/

#

how to fixx this 🙂

normal burrow
#

Milan: probably. You gotta look at the direction the bones point.

burnt ether
#

I've got a Problem too :(

normal burrow
#

If animation says x forward and bones say y forward you get twistyman

plush yew
#

This is a sprint BP

#

oh

#

i should have posted this other place

normal burrow
#

Disable tesselation @stark acorn

stark acorn
#

i want it to work 😦

normal burrow
#

Need to know what it looks like without it

stark acorn
#

okay one sec

grim ore
#

@stark acorn if your surface is going to be flat, not a box, then you can use tesselation/displacement. if not you are going to have to limit it to the non edges using a mask or something else. You are basically saying "hey lift up the faces of this object" and that means the edges will not meet anymore

stark acorn
#

okay how to do mask to a single face ?

grim ore
#

make a plane and not a box

#

do you plan on using this material on a box?

sweet relic
#

@stark acorn did you try turning on "crack free displacement" in tte material tessellation settings?

fierce forge
#

hello from where i can buy server like from amazon , for my server ?

normal burrow
fierce forge
#

i want to host a server for my game

#

digitaly

#

i said like amazon

normal burrow
#

And digital ocean is same thing but cheaper

fierce forge
#

and there's easy to use ?

normal burrow
#

No

#

All ssh

#

You could get Remote Desktop on windows but that’ll cost you

fierce forge
#

at amazon is 1 free year

plush yew
#

There are Windows Servers

stark acorn
sweet relic
#

digital ocean is a bit easier to set up than an EC2. But ya you will need to use ssh and set up p4d or whatever yourself

normal burrow
#

Or svn for a less horrible experience lol

fierce forge
#

and i have a problem , i can't find lan servers from a another pc on the same network

normal burrow
#

Firewall settings on either computer with your app need to allow private networks

fierce forge
#

it is

normal burrow
#

It defaults to public

fierce forge
#

it is default to private at me

serene birch
#

use a cube with rounded edges if you want to apply tessellation all over it

plush yew
#

Hey, I don't know if this is the right channel for it (if it isn't, please correct me), but I need some assistance with my UE4.
Ever since I've updated my UE to 4.24.2, my Swarm Agent hasn't been able to build lighting. Each time I chose to build lighting, my UE froze and Swarm Agent kept spamming the following in console.

 1:12:39 AM:  ... registering SwarmAgent with remoting service
 1:12:39 AM:  ... registering SwarmAgent network channels
 1:12:39 AM: [ERROR] Channel registration failed. Reason: No such host is known
 , Callstack:    at System.Net.Dns.GetAddrInfo(String name)
    at System.Net.Dns.InternalGetHostByName(String hostName, Boolean includeIPv6)
    at System.Net.Dns.GetHostEntry(String hostNameOrAddress)
    at System.Runtime.Remoting.Channels.CoreChannel.GetMachineName()
    at System.Runtime.Remoting.Channels.CoreChannel.GetMachineIp()
    at System.Runtime.Remoting.Channels.Tcp.TcpServerChannel.SetupMachineName()
    at System.Runtime.Remoting.Channels.Tcp.TcpServerChannel..ctor(Int32 port)
    at Agent.AgentApplication.Main(String[] args) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealSwarm\Agent\AgentApplication.cs:line 133.```
If anyone knows a possible fix, please mention me.
gilded igloo
#

Hey guys, I have this door and I want to make a hitbox around it, how do I do that? I tried making a Shape_pipe and hide it but it's hitbox is filled in...

burnt ether
normal burrow
#

@plush yew restart computer

hollow tusk
#

@normal burrow thanks, is there an easy way to do that? which way do you recommend?

normal burrow
#

If that doesn’t fix it, rebuild lightmass

#

Assuming you run github source

#

Not really an easy way to correct bone orientation

plush yew
#

I'll try that

hollow tusk
#

should I try to find a different animation pack then?

normal burrow
#

@plush yew I had that same problem so I’m giving you what fixed it for me. Restart required

#

Delete intermediate folder if nothing else works

fathom glade
#

Morning y'all!

fierce forge
#

sorry for the ping

normal burrow
#

Hm idk what is wrong then

fierce forge
#

i need to active the all ?

#

of them

normal burrow
#

idk tbh

#

it could easily be some other issue

fierce forge
#

is there a method to host the server from my pc to everybody ?

rustic python
plush yew
#

@normal burrow I have done the things you said, none of those worked. Should I try reinstalling UE4?

normal burrow
#

deleted intermediate folder?

plush yew
#

Yes

normal burrow
#

try restarting once more, the program crashes and keeps the port open

plush yew
#

Swarm Agent is throwing C# exceptions when clicking pn Network pings in its UI

normal burrow
#

so maybe somewhere along the line you fixed it again but the one failure is hanging

plush yew
#

Alright

#

I'll try

#

hello I want to create death function-I mean when the health is 0 the player to be dead-the function needs to be custom event or function?

#

Still the same error.

#

I'll reinstall UE I guess. GWhurpyShrug

heavy wadi
#

hello everyone, question is as follows : when combining multiple meshes as a single blueprint all collision breaks, is there any way around this or am I forced to either use separate collision volumes ( to the combined BPs ), convert the combined BPs into new static meshes or simply use single static meshes everywhere?

hollow tusk
#

@normal burrow could you dm me?

plush yew
#

I setuped the death function-now how to do the animation?

#

Update your animation sequence to include a function or branch stemming from player health

night bridge
#

my UE4 lags alot what to do

jolly steppe
#

Anyone know how I can blend my character's hair color to the mp bar so that the hair gets closer to red as the bar gets closer to zero?

sweet relic
#

@jolly steppe Use a dynamic material instance?

jolly steppe
#

okii

#

thanks!

molten bobcat
#

Guys, pls help, i installed the latest ue4 version from fresh, created a new empty project, even with that when i try to pack it for android i get errors

UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): LogThreadingWindows: Error: Runnable thread PoolThread 9 crashed.

and more and it fails the build!

#

i don't get it!! what's wrong with it

hollow tusk
#

My mesh is still twisting, where can I change the bone direction ?

#

^ permanently I mean by that

normal burrow
#

you need to retarget the animation

#

i mean 'need' as in, this will be easier than changing the above

lofty wave
#

Is it possible to launch an external process/program via ue4?

normal burrow
grim ore
#

@lofty wave out of the box no, you can if you make a C++ function to do that.

lofty wave
#

How would that look like?

molten bobcat
#

@hollow tusk if you are using blender to animate tough luck my friend, i had the same problems, unfortunately Blender has non compatible animation rigging values (bone roll)

willow gull
#

hey is there a place I can post concept art

molten bobcat
#

i solved using a free plugin called mr. mannequin tools that helped me retarget the standard ue4 skeleton to mine

normal burrow
#

if fire and forget slenlen

#

you'd make a new blueprint function library in c++ from the class list

#

then make a function in it that calls system() in c++

#

taking the string to run as command as an argument etc

#

if you need to actually track the process and wait for it to finish slenlen it becomes way more involved

hollow tusk
#

@normal burrow i watched that video, but i think that only works if the skeletons are configured in diferent ways, and these two are the same i believe

normal burrow
#

the names are the same milan but the orientation of the bones are not

lofty wave
#

Ok and would it be possible to create files trough ue4?

normal burrow
#

retargeting will fix it, you may need to make a duplicate skeleton @hollow tusk to retarget but, retargeting is what you need because the orientations aren't the same. If you really want to fix the orientations to match the source animations you'd have to open the mesh up in blender and edit the armature, with axes displayed and match X and Z to what the other skeleton has for X and Z

#

if you want to see what i mean milan, and have blender, export each character to fbx, then compare the bone directions as imported by blender

#

at the end of the day, you'd still likely want to retarget even with fixed bone orientations unless the biometrics (arm lengths, fingers) are identical between characters

#

@lofty wave create files?

lofty wave
#

Yes like create a .txt file

#

@normal burrow

normal burrow
#

hmm yeah idk tbh about text files as far as what comes with unreal and blueprint ready

hollow tusk
#

Sorry I'm really trying my best, but I still don't understand what im doing wrong, Ive watched the last video, but he isnt mentioning the direction of bones there as well right? where do i change these?

plush yew
#

hello I want to create death function-I mean when the health is 0 the player to be dead-the function needs to be custom event or function?

grim ore
#

events and functions functionally are the same

#

so yes you should make a custom event or function and call it whenever you need to call it from wherever you need to call it from

plush yew
#

yeah

#

I did it

#

now I need to put the aniamtion for it but how? hm

normal burrow
#

blender or a 3d modelling package @hollow tusk , you don't adjust these things in engine, its an asset issue. so you must retarget the animations or re-author things yourself

grim ore
#

@plush yew call the montage to play the animation from the BP. play just the animation. Tell your anim BP that the player has died and to trigger that transition. swap out to a new anim bp that has the death animation. any of those would work it depends on what you are doing now.

plush yew
#

so to write play animation in the vent graph? here where are the other events and stuff or?

#

@grim ore

grim ore
#

if thats what you want to do yep. It's up to you there are many ways to do this. I dont know your code or where you wnt this to happen

plush yew
#

so what to do next to choose the aniamtion?

#

I need when the heal went to 0 to play animation for death and disable movement as it is

grim ore
#

you would make a montage to play since you chose the play montage node

#

or you can use the play animation node and play an animation

plush yew
#

yup I need to play animation I think?

smoky sonnet
#

hey i want to reduce the size of my code so im using macros but dont know how to do it with my current situation because

plush yew
smoky sonnet
#

and im getting 3 different object arrays

#

(references of the bp)

grim ore
#

@plush yew none of those. Those are for UI. You should watch some videos or read some documentation on the animation system.

plush yew
#

ok send me link

grim ore
#

@smoky sonnet Your macro should take in an Actor not an object, change to Actor since you are passing in an Actor right?

smoky sonnet
#

oh yea

#

ok makes sense

grim ore
plush yew
#

ty

#

I want to add an explosion of my grenade and when I add it (Create 2d Sound) I dont hear enything, Help? :/

jolly steppe
#

@sweet relic I did it! I got the hair to change with the mp! Thanks! :D

grim ore
#

@plush yew which node are you using, Play in editor or standalone or built package, does the sound actually work when you play it in the editor, etc.

plush yew
#

Idk?

jolly steppe
#

Mathew, your video also helped with my color hair color thing! :D Thanks!

grim ore
#

create sound does not play it

#

so you need to play it after you create it or use a play sound node

#

so for example you could use a Play Sound at Location node and since you are inside the grenade feed in the actor location so it plays it there

plush yew
#

Ahhh I used Create and I need Play ahhh Thanks Mathew 😄

#

If any1 can help with this

#

Am trying to attach my wep to my hand

#

Socket is the best option"?

hollow tusk
#

@plush yew I believe so

plush yew
#

Milan what i have in mind is

#

when ever i press 1 the wep show up to my hand

#

and when ever i press 2

#

it gose to my back

#

without animations

#

Am kinda confused where to start

hollow tusk
#

Start with 1 weapon

#

We take a look at how we can set up a gun for the character, more specifically the AK-47. We show you how to import the weapon into the game and have it spawn inside of the player's hands.

We also go over how to align the gun and set up the socket for it.

► Resources: https:...

▶ Play video
#

This video explains it really well

plush yew
#

Ok thanks mate

smoky sonnet
#

anyone know why i cant access my delay variable in background in another bp

#

wow

#

solved it

#

now it is

#

weird

wary wave
#

err, what?

abstract relic
#

What you can’t mind read ambershee?

wary wave
#

no 😦

#

I skipped that class at school

abstract relic
#

I took the class but apparently it was useless for real world application 🥁

craggy flax
#

I think it’s a WIP?

#

Not Q

normal burrow
#

ye probably goes to #work-in-progress @dry merlin

dry merlin
#

oops sorry

smoky sonnet
#

anyone know how can i bind a value of a bp to the UI progressbar

#

it doesnt work how i done it

#

any tips?

midnight bolt
#

is it possible to grab world outliner content list as a simple text? 10 objects, 10 lines etc; not for in-engine use

teal tulip
#

when you name files do you name the type before or after ?
BP_HUDPlayer
or
BP_PlayerHUD

smoky sonnet
#

me?

teal tulip
#

no, just asking in general

smoky sonnet
#

just asked because i dont know why it should affect the functions

#

thats why i thought you are asking somebody else

grim ore
#

dontbinddontbinddontbinddontbind....dontbind

#

for the next part have you tried debugging to see what value is being sent to your progress bar in that binding?

#

@midnight bolt there are blueprint scripting utilities nodes in the engine that can get the current level actors and you can do what you want with that

smoky sonnet
#

is binding bad?

#

and .... ahhh dont know how to debugg lol

#

@grim ore

grim ore
#

tick, get all actor, get value, update. tick, get all actor, get value, update. tick....

#

unless you change your score every frame binding is bad

jolly steppe
#

anyone making a sprite base game? I found this and I think it's super cool :0

smoky sonnet
#

ok mathew thanks

grim ore
#

in your binding after you get your score but before you return it, use a print string and see what it is actually using

smoky sonnet
#

*nothing

fierce forge
sweet relic
#

@fierce forge an actor ref (the actor who's rotation you want to get)

grim ore
#

@smoky sonnet if nothing is coming out then your binding is not being called, its possible you need to assign it again

#

it can also fail if you change it anywhere else in addition to the binding

fierce forge
#

if i put get owner i have a problem with replications

jolly steppe
#

If you don't connect anything to those pins it will use the actor of that blueprint

#

hence why it sais (Self) in the box when nothing is connected

fierce forge
#

it is worst if i don't connect with anything cuz i have an animation glitch when it is self

jolly steppe
#

ahh

blissful sorrel
#

hey everyone I'm new here 😄

sleek swift
plush yew
#

I want to add Emission color to some parts of my wep

#

not all of it

#

is that possible?

jolly steppe
#

wep?

#

weapon?

blissful sorrel
#

have any of you guys tried pixel streaming? I'm trying to set mine up

plush yew
#

Yup

jolly steppe
#

I think you can add a texture with white and black color data. White areas will have the most emission and black would have non. You'd have to use a multiplier to make it brighter though.

plush yew
#

The problem is

#

The material is covering the whole weapon

#

Am using your way Torbulous

#

But my wep got 1 material for the whole thing humm

#

Bone*

grim ore
#

you would have to use some add and multiply nodes on the material and use a masked texture

#

or pack an emission channel into your texture if you aren't using one of the channels and use that

plush yew
#

@grim ore can you just explain more about masking?

jolly steppe
#

Yeah if my whole weapon had one texture and needed emission on only certain parts that's how I would do it. Make a texture to make the emissive parts white. The hard part would be making the texture though

grim ore
#

the "material" and the "texture" are different when referring to how you make stuff look in UE so you need to keep that in mind @plush yew You can have multiple textures in a material so even if it's one material on the gun it might be multiple textures. If it's one texture in the material you can still add more things to the material for extra effect.

#

I wonder if there is an easy free windows compatible png editor that supports channels so one could easily make a mask in the alpha channel on a texture

normal burrow
#

gimp, oh wait easy? no hah

grim ore
#

like load up the texture, clear out the alpha channel, overlay the RGB and then paint in white on the alpha your emissive mask

#

save the png and wham packed mask in the alpha for your material

hollow tusk
#

@normal burrow could you link me a tutorulaon how to rotate bones in blender?

normal burrow
#

is there much value in not using just a gray scale image?

#

i've seen textures that encode roughness, metalness and ambient in one go but almost think it makes more sense to just use 1 channel textures for these with exr

plush yew
#

MAthewW thanks for explaining

#

i think thats next level for me hehe